/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Public/ControlRigSequencerEditorLibrary.h
Move the constraint active key in the current open Sequencer
Will return false if function fails, for example if there is no key at this time it will fail, or if the new time is invalid it could fail also
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool MoveConstraintKey ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * Constraint, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * ConstraintSection, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InNewTime, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )